anv/pipeline: Calculate the correct max_source_attr for 3DSTATE_SBE
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@ -288,13 +288,12 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
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if (input_index < 0)
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continue;
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int source_attr = fs_input_map->varying_to_slot[attr];
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max_source_attr = MAX2(max_source_attr, source_attr);
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const int slot = fs_input_map->varying_to_slot[attr];
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if (input_index >= 16)
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continue;
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if (source_attr == -1) {
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if (slot == -1) {
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/* This attribute does not exist in the VUE--that means that the
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* vertex shader did not write to it. It could be that it's a
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* regular varying read by the fragment shader but not written by
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@ -308,10 +307,13 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
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swiz.Attribute[input_index].ComponentOverrideZ = true;
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swiz.Attribute[input_index].ComponentOverrideW = true;
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} else {
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assert(slot >= 2);
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const int source_attr = slot - 2;
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max_source_attr = MAX2(max_source_attr, source_attr);
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/* We have to subtract two slots to accout for the URB entry output
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* read offset in the VS and GS stages.
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*/
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swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
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swiz.Attribute[input_index].SourceAttribute = source_attr;
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}
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}
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